Cities: Skylines

Cities: Skylines

Summermist Plains
32 Comments
Roy Aster 13 Sep, 2020 @ 12:49pm 
@AquilaSol heck, that would be it right there. I must have completely forgot I still had tree snapping in my mod list. I just had downloaded the other day unlimited trees, so that must be it. Thanks for the tip.
AquilaSol  [author] 13 Sep, 2020 @ 11:32am 
@RoY7x
Are you using both Unlimited Trees and Tree Snapping? Because those two mods are not compatible with eachother and cause trees to float. It has nothing to do with the map.
Roy Aster 13 Sep, 2020 @ 10:35am 
I don't know if it's just me or not? But there feels like a lot of floating trees in this map that's causing camera issues when you try to zoom in closely. Does anyone else have this issue, or is it just me?
Belhade 21 Aug, 2018 @ 4:23pm 
Great map! I'm new to C:S this year, and Summermist is the setting of my first 100k+ megacity. Flat and sprawling and just goes on and on forever!
cojun 29 Mar, 2018 @ 11:32am 
Thanks for this Map, I'm still exploring it but like it a lot!
AquilaSol  [author] 25 Jan, 2018 @ 4:23am 
@glgamble You don't need 81 tiles for a ship connection.
Three tiles in the bottom right have access to the main shipping route. These are the two major ocean tiles, and the bay tile with the lake&highway access.

(The shipping lane doesn't have to run through a tile to have access to it; the game creates additional routes between the main shipping lane and the harbour when placed. All you need is a directly line across the water from the shore to the shipping lane.)

Mayors who play with the vanilla 9 tiles will have to choose if they want to go for the harbour, or extend inwards and use other methods.
glgamble 24 Jan, 2018 @ 7:09pm 
Thanks - great map! You may want to mention in the description that you need the 81 tiles mod to build a harbor (i.e., get ship connections).
Ed Garr 7 Jan, 2018 @ 10:29am 
Awesome map! Big thx!
reverndmoon 22 Dec, 2017 @ 8:52pm 
This is such a perfect map! Lots of open, flat space to build but still beautiful with ocean and mountains as a backdrop. Great work!
AquilaSol  [author] 13 Dec, 2017 @ 12:14pm 
@zelphiaellerson
Have fun! :D

@BonBonB
Thank you!

@ZOSO
I'll keep it in mind. :)
BonBonB 13 Dec, 2017 @ 3:34am 
Reviewed in What Map #200
https://youtu.be/gJgeYwp9eNM

(Thanks for the mention Zelphia :) )
zelphiaellerson 11 Dec, 2017 @ 6:06am 
Saw this map on BonBonB's channel this morning. I'm a new player and have been looking for a pretty, flat map. This one is perfect for me! I love, love LOVE the intersections! Thank you in advance for many enjoyable hours.
ZOSO 11 Dec, 2017 @ 3:21am 
More Builder Maps would be great. Or something in between Builder's Map and challenging Map.
AquilaSol  [author] 27 Nov, 2017 @ 10:06pm 
@TiggrrZ
Welcome to the game, then! :) It was a good question. Not every mapmaker adds spawns, and many don't know they can be used as drains. There's no manual for mapmaking, we all learn from eachother. :)

A lot of maps don't have water spawns in lakes, those lakes dry out if you use them. (The mod Extra Landscaping Tools that adds the water spawns to the game itself. Can also be used to make ponds)

Essentially how the spawns work is you set the strength, place the spawn, then set the water level. The spawn spits out water to keep it at that level. If you add a spawn with a slightly lower water level than the first spawn, it sucks out the water between the levels. Spawn > Drain, water level will stop at the spawn's level. Drain > Spawn, water level will stop at the drain's level.

You can drain a lake with a pump if the pump is stronger than the spawn, and flood a lake if the sewage pipe is stronger than the drain. (The ocean has a massive spawn outside the map)
xkinsey 27 Nov, 2017 @ 8:38pm 
@AquilaSol Okay thank you, I'm kind of new to the game only having 46 hours in the game as of right now, and I havent really used modded maps. I simply wasn't even aware that the spawns and drains were a thing lol.
AquilaSol  [author] 27 Nov, 2017 @ 6:54pm 
@TiggrrZ
The big lake on the starting tile has 2 spawns and 1 drain for exactly that purpose! The drain will prevent it from overflowing, and the spawns prevent it from drying out. The drain is in the middle, the spawns are on the sides. Like this: + - +

Looking from the highway exit, the right spawn is a strong one, the left is somewhat weaker. Together they'll keep the lake supplied with fresh water, and suck out the sewage. If you put the pumps on the right hand side of the lake, and the sewage pipes just left of the center (on the side of the roundabout), it should work well enough until you can afford better facilities or more tiles. :)

The small lake has a spawn, so you can also use that for fresh water as well. It doesn't have a drain for sewage. (Every lake has at least one spawn, some also have a drain.)

I've tested the starting tile to about 11k residents. (Which covered pretty much the whole starting tile.)
AquilaSol  [author] 27 Nov, 2017 @ 5:42pm 
@The Moonmen
It's the 'Small Beech'. :)
xkinsey 27 Nov, 2017 @ 5:41pm 
Any advise on how to start in terms of water and sewage? i'm sure he problem will go away once my city grows so i can unlock more tiles, but where should I put the sewage and water? You start with 2 small lakes, so putting sewage in one will cause it to overflow, and putting water pumps in the other will drain it. Otherwise it looks like a great map. Thanks - B.k
Prand 27 Nov, 2017 @ 4:47pm 
Whats the name of the tree you used? (the vanilla one)
I'm trying to change it with prop it up but I can't find ;-;
AquilaSol  [author] 27 Nov, 2017 @ 4:13pm 
@Ziczac82
I use two camera mods together: Enhanced Zoom Continued and Camera Positions Utility .
ZiggyBinx 27 Nov, 2017 @ 2:19pm 
Hi AquilaSol, I'm wondering how you took those far away aerial shots of your entire map. Do you used a camera mod or something else? Thanks!
Asneakyninja1 26 Nov, 2017 @ 9:27am 
Oooo, I like what you have as the starting tile highway connection point, very smart! :D
AquilaSol  [author] 26 Nov, 2017 @ 9:09am 
@Overlord
I've used vanilla trees so people can easily replace the trees with any tree of their preference with Prop It Up.

I prefer to give people the choice to choose their own trees. :) That way if they want another type of tree (pine, tropocal, whichever) or a high/low tris one, they can choose their own.

(I agree that vanilla trees are abysmally ugly, and the first thing I normally do is swap them for Pdelmo's low tris trees as soon as I load a map.)

Another reason is that I prefer to keep the map free of actual requirements, so of any of the trees (or props) ever disaplear from the workshop or are broken by an update, the map won't be affected. (That's also why I don't use Network Extensions 2 roads, even if they would look way better.)
Overlord 26 Nov, 2017 @ 2:09am 
Very pretty map. I wanted to ask you why did you use vanilla trees? I mean they are ugly and they have more tris than better quality trees from pdelmo with lower tris. You could make your map even more beautiful :)
bossman_steve 25 Nov, 2017 @ 12:22pm 
Downloading now. Looks really good by the images. Can't wait to begin!
Jazhawk 23 Nov, 2017 @ 11:28am 
Looks amazing.
Ben 23 Nov, 2017 @ 10:15am 
Really good job man ! Thanks
MrMiyagi 22 Nov, 2017 @ 11:35pm 
Beautiful work. It's a builder's map that also looks beautifully natural! :)
AquilaSol  [author] 22 Nov, 2017 @ 5:52pm 
@bradybrklyn
The map will work 100% without any additional mods or assets. :)

You don't need that mod to use the map. It's not part of the map, I only used it for the screenshots. All the mod does is make the asphalt a different colour. The roads in the actual map look as they always do, base game grey. The mod's effect is local, it doesn't affect maps or saves.

(Even the map theme isn't required to play, without it the game just automatically uses the vanilla map theme.)
bradybrklyn 22 Nov, 2017 @ 5:35pm 
You should list it in the requirements. Will the map work without the mod? It's a nice looking map.
AquilaSol  [author] 22 Nov, 2017 @ 5:26pm 
@bradybrklyn
It's a mod, Road Options a.k.a Crosswalks Remover / Road Colors Changer ++. I set the road colours to their darkest. (I can't stand the light grey colour for highways&roads) :)
bradybrklyn 22 Nov, 2017 @ 5:21pm 
That highway doesn't look like anything I have in my game. Are you using a mod or does it look that way because of the theme?